Your explination for the X4s vs the DP90s in functionality and why we should keep the numbers as is works for me.

However, I still think we need to limit how many more non-starfighter ships we add because otherwise we might lose some of the versatility of our fleet (as good as anti-starfighter gunships are they still can't compensate for a lack of abundant starfighter protection).

So just so we know whos on first (whats on second and I don't know is on third ) with our fleet:

Last edited by Salaris Vorn on Mon Apr 28, 2008 7:51 pm; edited 4 times in total

Posted: Sun Apr 27, 2008 11:41 pm

Message

BlueX-WingPilotKnight

Joined: 04 Feb 2008Posts: 170Location: Cloud 9

Maybe the empire could supply us with a few ties. Or, we could have some more NPC starfighters. Just a thought._________________

Posted: Mon Apr 28, 2008 9:24 am

Message

Jedi_ChristopherEUC Staff

Joined: 04 Mar 2008Posts: 280Location: Memphis, TN

Geeze, I thought I was going to get through this being the only Mandalorian... but I guess I'll vote for Iron Fist's character. Isn't it a little late to be still letting people join?
________
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Last edited by Jedi_Christopher on Fri Mar 04, 2011 1:48 am; edited 1 time in total

Posted: Mon Apr 28, 2008 9:51 am

Message

Iron FistEUC Staff

Joined: 26 Apr 2008Posts: 150Location: United States of America

Sorry about that Chris.

What about having each character have his own "group" of fighters. NPC's that he controls.

So Harrington would have the Blue Vein Gunship and then have two NPC fighters as well. That way we satisfy the requirement for fighters without sacrificing freighters.

Blue Vein

The ship sacrifices some of its traditional armor and shielding for enhanced speed so it is much faster that its looks would suggest.

Two Dunelizard class fighters. Faster than the Blue Vein but not nearly as heavily armed. Decent shiedling as well.

Armament:

1: 2 Laser cannons
2: 1 Concussion missile launcher

Posted: Mon Apr 28, 2008 11:08 am

Message

Salaris VornModerator

Joined: 02 Feb 2008Posts: 2335Location: New York, USA

Jedi_Christopher wrote:

Geeze, I thought I was going to get through this being the only Mandalorian... but I guess I'll vote for Iron Fist's character. Isn't it a little late to be still letting people join?

Well depending on when the RPG starts (ie when Old Master Ben posts the thread) it may be too late to add new people for the first mission. At least in the case of Iron FIst since it is still not agreed on whether his ship is acceptable we may have to ask him to wait to join after the first mission if Old Master Ben gives his approval before Iron Fist's character is completely finalized.

This hopefully would be a suitable compromise since it won't add additional delays to the start of the RPG upsetting those of us who have been waiting several weeks for it to start while not making the RPG an "exclusive club." That being said if his ship is approved in time for the first mission I see no reason why he can't join in since his character has already been approved.

I believe we should set a policy that anyone can join in, so long as they are willing to wait for any current mission to end first (no joining mid-mission) and add their character in a way that doesn't throw the RPG off. For example if the RPG stranded everyone on a planet with no means of communication new players wishing to join have to wait until we reach a point where their character could realistically join up (no magical additions of characters/ships when the situation in the RPG makes it illogical or downright physically impossible for such a thing to happen).

I think also we can accommodate new players for a time because we can take the player lead squadrons and just start making them into player lead flights that make up the larger squadron (perhaps with the original player remaing the overall squadron leader in addition to being a flight leader). I think we should just stick with the original idea of 4 starfighter squadrons for the time being.

@ Iron Fist

The issue with your ship isn't so much whether it would/could lead fighters, as we've already suggested the possibility with the two existing freighters. It is more on whether an additional gunship or freighter would be adding too much firepower to our mercenary fleet in terms of large ships while sacrificing fighter capabilities. That is why it has been suggested you use a fighter instead of your suggested gunship. At least this is my understanding of the issue.

Just so your on the same page with the rest of us: the terms we've been using and will likely use in the RPG are "flight" referring to 4-6 ships and "squadron" referring to 12-16 ships (worth noting a squadron is made up of 2-4 flights).

Last edited by Salaris Vorn on Mon Apr 28, 2008 11:20 am; edited 1 time in total

Posted: Mon Apr 28, 2008 11:13 am

Message

Jedi_ChristopherEUC Staff

Joined: 04 Mar 2008Posts: 280Location: Memphis, TN

I agree. I think that Iron Fist should wait while the people who have been planning this for weeks play out the first mission. I beleive we agreed to cut off new members about five days ago. I don't want any more delays in starting this._________________

Posted: Mon Apr 28, 2008 1:46 pm

Message

Iron FistEUC Staff

Joined: 26 Apr 2008Posts: 150Location: United States of America

That works with me then. I didn't realize this was so close to being started and while you guys RP throught the first mission, I can work on finalizing my ship.

Back at Salaris.

Quote:

It is more on whether an additional gunship or freighter would be adding too much firepower to our mercenary fleet in terms of large ships while sacrificing fighter capabilities

What I was trying to do with my previous post was find a way to include a new freighter without tipping the balance away from fighters. It was just an idea but if it doesn't work, we can throw it out. I'll keep looking at the other Mando ships and see if I can reach a sort of compromise.

Posted: Mon Apr 28, 2008 5:17 pm

Message

Salaris VornModerator

Joined: 02 Feb 2008Posts: 2335Location: New York, USA

Iron Fist wrote:

What I was trying to do with my previous post was find a way to include a new freighter without tipping the balance away from fighters. It was just an idea but if it doesn't work, we can throw it out. I'll keep looking at the other Mando ships and see if I can reach a sort of compromise.

Thanks for being so understanding and trying to come up with a compromise with the ships. I think now its just a matter of finding out what everyone else's opinion on adding another freighter are. I don't really know what else to tell you.

My own thought if we allow another freighter and add it to the freighter squadron we already have. The catch could be making pure fighter squadrons 16 fighters while the freighter squadron is either 6-12 ships. Basically make it smaller total ship wise to compensate for it having more powerful non-fighter ships so that it won't be over-powered and emphasis that the fighters are there more as escorts to the freighters since they lack the numbers to be as effective as the pure fighter squadrons.

Of course I can see the arguments for not allowing another freighter into our fleet (at least at this time) and why it might be preferable for a new ship to be a fighter. So I leave it up to the rest of the RPG members to decide how best a new ship addition can serve our fleet.

Posted: Mon Apr 28, 2008 5:18 pm

Message

Darth SkuldrenModerator

Joined: 04 Feb 2008Posts: 6844Location: Missouri

I like Vorn's ideas about how to handle new memberships. Perhaps we should add this to the rules for the RPG._________________
"I believe toys resonate with us as humans, we can hold them them, it's tactile, real! They are totems for our extended beliefs and imaginations. A fetish for ideas that hold as much interest and passion as old religious relics for some. We display them in our homes. They show who we are. They are signals for similar thinking people. A way we connect with each other...and I guess thats why I do toys. That connection." -Ashley Wood

Posted: Mon Apr 28, 2008 5:52 pm

Message

BlueX-WingPilotKnight

Joined: 04 Feb 2008Posts: 170Location: Cloud 9

I don't really care what particular ships are added to the fleet or how they are organized.

I also agree with Solaris Vorn about new players._________________

Posted: Tue Apr 29, 2008 4:30 pm

Message

Salaris VornModerator

Joined: 02 Feb 2008Posts: 2335Location: New York, USA

Ok then. I've posted a list of potential additional rules for the RPG as posted by Jedi_Christopher and myself (assuming these would be amendments to those already posted by Old Master Ben):

2. No altering anything of the characters that aren't yours other than facial expressions. Do not change clothing, weapons, etc.

3. Your character is not God, make battles capable of human beings, and do not take all the enemies, leave some for the rest to take.

4. You can come into contact with real characters, but nothing that would go against the movies or books, (I.E. running into Luke and finding out that you're related)

5. Nothing AU, if the RPG takes place during the movies don't mess anything up, don't "meet" Luke on Endor when he's on Hoth, Don't walk up to him during the movies and say that you're a jedi too.

8. Ask permission via. pm if you want to do something to another character, or if you want them to control yours.

9. Be fair. If the rest of the people are going one way on a ship don't say anything unreal like "the ship's hyperdrive malfunctioned and shot them off in a different direction" to get you where you want to go.

10. Try to keep it as real as science fiction can get, if something hasn't been done in the books, don't do it in an RPG. No suddenly appearing superweapons.

11. New characters approved for a specific RPG may be added after an RPG has started. However, they must wait for any current mission/chapter being played to end first (no joining mid-mission)

12. New characters approved for the RPG must be added in a way that doesn't throw the story of an RPG off. For example if the RPG stranded everyone on a planet with no means of communication new players wishing to join have to wait until a point is reached where the new character could realistically join up (no magical additions of characters/ships when the situation in the RPG makes it illogical or downright physically impossible for such a thing to happen).

I just thought of this as something we might also want to consider given rules 11 and 12 specify character additions to an RPG in progress but do not specify the time frame any new players have to propose new characters in before a mission/chapter of an RPG commences:
13a. A five day warning will be issued before an RPG will commence (be it a brand new RPG or new mission/chapter to an existing RPG). This is to allow anyone who wishes to join but who have not finalized their character time to make any necessary changes.

13b.During the next 24 hours after the five day warning new characters may be proposed and added to take part in the RPG pending approval as required in Character Rule #1. However, after this 24 hour time period has expired no new characters, even if approved according to Character Rule #1, may be added to the RPG that is about to commence and fall subject to rules 11 and 12.

Any thoughts on the above list (alternate wording, remove one of the rules entirely etc)? I can PM Old Master Ben and ask him if he would please amend the posted RPG rules to include any or all of the above rules if you guys like them.

Posted: Tue Apr 29, 2008 5:33 pm

Message

Darth SkuldrenModerator

Joined: 04 Feb 2008Posts: 6844Location: Missouri

13.a and 13.b sound good to me._________________
"I believe toys resonate with us as humans, we can hold them them, it's tactile, real! They are totems for our extended beliefs and imaginations. A fetish for ideas that hold as much interest and passion as old religious relics for some. We display them in our homes. They show who we are. They are signals for similar thinking people. A way we connect with each other...and I guess thats why I do toys. That connection." -Ashley Wood

Posted: Tue Apr 29, 2008 7:54 pm

Message

BlueX-WingPilotKnight

Joined: 04 Feb 2008Posts: 170Location: Cloud 9

I wasn't sure exactly how to start. Should my character be a new member of the group or should she have worked with them one or two times before?_________________

Posted: Tue Apr 29, 2008 9:55 pm

Message

Jedi_ChristopherEUC Staff

Joined: 04 Mar 2008Posts: 280Location: Memphis, TN

It's really up to you how you're character is affiliated with the group.
________
FREE GIFT CARDS

Last edited by Jedi_Christopher on Fri Mar 04, 2011 1:49 am; edited 1 time in total

Posted: Wed Apr 30, 2008 10:18 am

Message

Salaris VornModerator

Joined: 02 Feb 2008Posts: 2335Location: New York, USA

So shall I propose adding 11, 12, (formalized versions of my idea on how to handle new membership), 13a and 13b as amendments to the existing rules Old Master Ben posted? Any others?